Google released O3D, a web plugin for 3d rendering, today. It’s a pretty sweet piece of work. Definitely check it out if you have any interest in 3d rendering, the web, or JavaScript.
There are a couple of cool pieces to this puzzle, and I wanted to call them out to other people who might be reviewing this technology. The two sentence review: I am blown away. They got this right.
(FYI: This post isn’t meant to be a full walkthrough, just a quick indication of the cool jumping off points in the codebase.)
Stop number one is the graphics API abstraction. This is rooted in o3d/core/cross/renderer.h, which provides an abstract interface for performing render operations. This is sensibly designed, oriented for SM2.0 through SM4.0 level hardware. It will also deal with DX11 class hardware, although it won’t expose all of the niceties DX11 gets you. It wraps GL (o3d/core/cross/gl/) and D3D9 (o3d/core/win/d3d9). The purpose of all this is to provide a common ground for all the higher level code to issue draw commands from. It is not directly accessible from JavaScript (although some of the related classes like Sampler and State are.)
As an aside, writing a Pixomatic or Larrabee backend would not be hard. At GarageGames, we had a rendering API similar to this (unimaginatively called GFX), and it was fantastically useful. Last time I checked, there were DX8, DX9, DX10/11, GL, and Pixomatic backends for it in varying states of usefulness. We even had one guy write a backend that would stream draw commands over a socket, which was pretty cool. In the context of O3D, they have an implementation of Renderer that queues everything into command_buffer, then streams it to a command buffer server running in a separate thread, which issues the actual draw commands. It’s unclear whether this is used in the current version of the plugin based on casual inspection, but it’s a great example of what good design can get you.
The next piece is the DrawList, which is where most of the heavy lifting for drawing happens. JavaScript, of course, is not really desirable to have in your inner rendering loops, so you queue everything you want to draw (DrawElements) into a DrawList. This is wrapped by higher levels, of course, but it represents the lowest level API that’s available to JS code. All the sorting and state management to get stuff on screen happens in this area.
Alongside the DrawList stuff, you find the material system, which is pretty slick. You write your shaders in their shading language, and it converts to HLSL SM2.0 and Cg (arbvp1/arbfp1). This is enough to do almost anything you might want to (as fantastic as SM3.0+ is it’s not really necessary for most rendering). There’s a full SAS system so you can interface programmatically with your shaders.
Above this, you get into the scenegraph. Now, I subscribe to Tom Foryth’s views on scenegraphs, which is that they are basically a bad idea, but I think the Google guys were smart and set up their API so intelligent developers can avoid being screwed by the scenegraph. The scenegraph-esque stuff they do have (they call it a rendergraph) is powerful enough you can do most rendering without going nuts, and lets a lot of the heavy lifting stay in native code, where it will be fast. You end up doing retained mode-ish things, but since JS is slow, and most JS developers come from a DOM background, it works better than you might expect.
There are a lot of cool miscellaneous features, too. They embed the fast V8 JS engine right in the plugin so you can have consistently fast JS execution. They support falling back to an error texture (via Client.SetErrorTexture) when you fail to bind a sampler. You can group objects via Pack objects for easier management and stream things from archives, too. There are debugging aids and libraries for math and quaternions.
You should check out the samples. There’s a lot of impressive stuff. There’s the beach demo in the video at the top of this post, but they also do some cool stuff with animation, HUDs, text rendering, picking, and stenciled teapots. And everything is done in JavaScript right in the web page. Even the shaders are embedded in <script> tags!
O3D is a great piece of technology, and I hope it thrives. I’m excited to see what people build on this (and I’ve got a few ideas myself
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